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Organized Play Member. 91 posts. 2 reviews. No lists. No wishlists. 1 Organized Play character.


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Mac13eth wrote:
Does this module include the tokens for the creatures in the bestiaries, or will I need to buy those separately?

It includes the bestiary monsters.


DMLionBlood wrote:
I bought this through the humble bundle and the redeem code was for VTT. Is there anyway I can download a pdf version of this aswell to use outside of VTT?

Yes! It should be listed under My Account > Digital Content. On this website.


EclipseFaze wrote:
Purchased 25$ Humble Bundle and did not receive this product within ,along with many others. IS this normal? First humble Bundle i picked up and not off to a great start. Was wanting to get this for Foundry at the discount.

This product (The Beginner Box PDF + Foundry bundle) wasn't in the latest Humble Bundle.

The Humble Bundle contains the PDF only. Not the FVTT conversion.

But once you own the PDF, you can get a discount on the FVTT version here. https://paizo.com/products/btq02d6p


Grayhead wrote:

> I can verify that Beginner box you get from the HB deal is fully compatible with the $15 Foundry discounted rate for owning the PDF in your Paizo account.

I have bought the full HB (including the Beginner Box PDF). How do I get the discount? When I add this module to my cart, there is no possibility ot add some kind of discount?

You need to make sure you are purchasing the FVTT code only. This thread we are currently in is for the PDF + Code bundle. As you already own the PDF, you should be able to buy the FVTT code from below:

https://paizo.com/products/btq02d6p/discuss&page=3?Pathfinder-Beginner- Box-CODE#116

The naming of these products and how it is organised on the store is not intuitive, but it should work!


JuliusWright wrote:

Well, I understand what you mean OnKonk and in part I would agree with what you are suggesting and it makes a lot of sense but for the fact that as you can see in this product:

https://paizo.com/products/btq02d77?Pathfinder-Adventure-Path-178-Punks-in- a-Powderkeg-CODE

without having the pdf purchased if it is enabled. The same thing happened with this other one

https://paizo.com/products/btq02dso?Pathfinder-Adventure-Path-Abomination-V aults-CODE

however it is no longer available just 1 week ago.

I think that is a glitch with the website.

The Foundry version is the adventure plus the conversion to FVTT. You can't expect to pay half the price of the adventure.


Wooh!


Tarpeius wrote:
Why doesn't this list any VTT releases?

The product listing has...

Quote:

Other Resources: This product is also available on the following platforms:

Fantasy Grounds Virtual Tabletop
Foundry Virtual Tabletop

...at the bottom. But this may have been added after you posted this!


Iamthespy1 wrote:
I purchased this and downloaded it but when I press the import link on the splash page it doesn't download

The Sigil Discord is a good place to get support

My first thought is to check - are you using v9 or v10 of Foundry? The Sigil modules haven't been updated for v10 yet, but it's imminent.


Sebastjen1980 wrote:
Will we get a foundry version for the rest of the adventure path as well? By the way, the one from the first book was super! 31st August maybe is wrong. I cannot find it in your shop.

It's here - https://paizo.com/store/gaming/accessories/virtualTableTop/foundryVirtualTa bletop :)


Asemodeus wrote:

For some reason the event markers for each room or event do not show up so I cannot gamemaster this properly. Which is a shame since everything looks extra nice. For example, there should be a book icon in room A1 but there is not.

https://i.imgur.com/lfhQp9J.png

They are hidden by default.

https://foundryvtt.com/article/map-notes/

Map Note Visibility
Map notes are not displayed by default, and require the Toggle Map Note Visibility button to be clicked in the Map Note tool palette. This setting is per user - each player is able to turn on and off Map Note visibility.


sampurkiss0912 wrote:
I need some help with the lighting on the dungeon scenes for this set. When I load the scene, the darkness looks correct. However, when any time passes on the world clock, the scene brightens to daylight and all of my players can see as if the world were lit. I do not want to disable rules-based lighting if possible, due to all of its other benefits. Are there any solutions to this?

Hi - I don't know the answer to your question, but the quickest place to get an answer is the PF2e channel on the Foundry VTT Discord.

https://discord.gg/v9K2hKJ


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Lord Fyre wrote:
Would this adventure work as a lead-in to The Abomination Vaults?

Absolutely. You would be 2 and AV starts at level 1, but that only needs a little adjustment.

Both are set in Otari, so the town's PCs are the same. There's some links to MUO in AV.


Tarenak wrote:

Hi

New to PF, not to Foundry. This seemed like an easy way to try something new without too steep a learning curve. So thanks & well done. The pf2e system in Foundry has been implemented way better than 5e.

Question/suggestion:
Have you looked into what is involved with getting the module (and in particular future adventure paths) fully into the Forge Bazaar?

While the process isn't difficult, another advantage (to Forge users) is that modules purchased/installed through the Bazaar don't count toward the cloud storage limit. Installing it took me over the limit, although I was able to delete a couple of older worlds to free some space so it was okay.

If the issue is the Forge Bazaar taking a cut of the purchase (I don't know how it works but I assume they do?) then I'd be happy paying the difference (i.e. if the price on the forge was a couple of bucks more). It'd work out cheaper in the long run than moving to the next subscription level.

Alternatively I could just host it elsewhere. I like the convenience of the Bazaar though, and would miss it.

If you have added your BB to your Foundry account, then it shows up on the Forge Bazaar as an installable premium module. I just checked and mine is there. :)


LunaticPariah wrote:
Looking through the Module in Foundry VTT and it is not Pulling up Monster Sheets when you double click on the monster npc. Is there a different way to get the NPC stats that I'm just not figuring out?

If you're the GM, clicking on an NPC token or their listing under the actors tab should open an NPC sheet.

https://discord.gg/KWrFfhpr6Y

The #pf2e channel on the Foundry discord is a good spot to get advice.


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HumbleGamer wrote:
Fumarole wrote:
Well that's unfortunate. I use a TV on my table with minis, so low resolution maps are unusable for me. I know I am not alone in this setup. Looks like I'll be creating my own maps (or look to the community at large) if I run Abomination Vaults.

Same for me ( our group is using a projector, so we need very well done map for it ).

There's already an AV map remake module from Narchy ( but IIRC, it's just the map. You'll have to deal with walls, tokens, etc... ).

The map module with my previous maps available already has walls and lighting. :)

Those maps are also 100px.


The Rot Grub "The Rules Lawyer" wrote:

I'm trying to wrap my head around the water level in the megadungeon. On the second cover, B19 is a flooded cavern with the ceiling rising only three feet above the water level. Next to it are B18 and B20, which I assume will have ceilings that rise up higher than that. (In fact B20 has stairs leading up to meet up with the rest of the level!)

But shouldn't the water level be consistent throughout the dungeon? How can the second level fit "in between" the water level and the first level?

In my brain, I can only make sense of this if the shores are very steep on Level 1.

Is there something I'm not thinking of?

The keep on level 1 is indeed on a hill. Maybe 10-15ft up.

The ruined docks at the boathouse are actually 10ft above the water line and a crane or something similar was used to lower boats in to the water.


Monkey Bars wrote:
Nyarlathotep wrote:
I described the dock extending from Gauntlight island as being about 10 feet above the water level with the boat tied off to the pilings and a rope dangling from the upper level of the dock.
But how did they get the boat up there? I don't imagine high tide goes up 10 feet.

There's mention of the remains of a pulley system if my memory serves me correct.

Like the lifeboats on the Titanic.


3 people marked this as a favorite.

I have finished my revamp of the ABOMINATION VAULTS VTT maps. If you've been using these before, check out the new versions for all the levels of the Gauntlight Keep.

The update fixed a few mistakes and also includes a lot more detailed assets thanks to www.forgotten-adventures.net

The images can be downloaded from here for use how you wish - Google Drive

Foundry VTT module has been updated. Complete with fancy lighting!


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If your players get on Chafkem's good side, he offers them a map of the arena.

I've made this little handout for my group.

Google Drive link


TwilightKnight wrote:
Examples of local businesses offering free shipping

For all those FLGS offering free shipping, they have purchased their Paizo products at the wholesale price from Paizo.

The FLGS will have a business model where they can cover the of the book to them, the shipping to customer, their fixed costs and paying their staff. With a little bit at the end to contribute to their top line.

What's the big cost there? It's the wholesale price from Paizo. Paizo being the company that has to develop the product, pay for it to be produced and then set a wholesale price that covers all those costs. Whilst also looking at their own profit.

So Paizo stops charging for shipping on direct sales. But still need to pay for it. They either increase their prices to the end customer, or increase the wholesale price to distributers. They don't want to do that, because your local bookstore is probably already working on a tiny margin for each book they sell.

Demanding free shipping, lower prices in an industry where the staff are already underpaid and overworked seems a bit perverse. Paizo might be a multi-million dollar company, but Amazon, Staples etc. are multi-billion or even trillion dollar companies. Eventually all companies will just be a subsidiary of Amazon, and we'll miss the small companies like Paizo. Because it is small.


Bringing a company the size of Amazon in to an argument about shipping is really misunderstanding the scale of what's being discussed. They are possibly the largest user of courier/mail services in the world?

When Amazon give you "free" shipping, you aren't paying for it. But it's not free for Amazon - they still have to factor that cost in to their business model. But they ship and post SO many millions of items per day, that the economies of scale are massive. The price per item is negligible, and they can eat it.

Amazon also ship and sell a lot of stuff at a loss, as part of their aggressive business practice of undercutting all sectors.

For a Paizo product, someone has to pay for the shipping. I am sure they benefit from some economies due to volume, but it's miniscule compared to something like Amazon. With margins so tight, it's either going to be the customer or the company. You can have a book for $20 + $5 shipping, or have it for $25.


The "Gauntlight" can pass through solid rock, so I told my players it would probably foil their similar plan!


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It's not the original version, but I made this.

https://drive.google.com/file/d/1r43SAzZ28adunieJOWPD4i58Zxik4TsF/view?usp= drivesdk


Ed Reppert wrote:
narchy wrote:
My party were over levelled (started at lvl 5) and I thought this was a good way to tie up the Mitflit/Morlock part.
Did you run them through the Beginner Box and Troubles in Otari before starting the AP?

Yep! I merged a lot of encounters together.


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Haydriel wrote:
My group has effectively bypassed the second level by immediately going from Azrinae's Workshop to the third level (library). Any thoughts on how I can make the second level interesting for my group should they later decide to explore it? I'm worried they would just steamroll over the poor morlocks. Is combining encounters from adjacent rooms an option or would that be too dangerous in your opinion?

If he's still alive in your game, I had Boss Skrawng approach the party and ask them for assistance in retaking their kingdom from the Morlocks. They coordinated an attack - with the party fighting pretty much ALL the Morlocks in the Servants Quarters / Dining Room and then Skrawng and the remaining Mitflits breaking through the collapsed staircase.

My party were over levelled (started at lvl 5) and I thought this was a good way to tie up the Mitflit/Morlock part.


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We started playing PF2e last summer on Roll20. If we hadn't discovered Foundry, we probably would have stopped playing. Roll20 was that much of a slog, and anecdotally it seems like a platform in decline.

12 months later, and I have a Paizo account full of purchased digital content, and loving the game.

If APs and Adventures were available in the same format as the Bounties, I would bite your hand off for them.

I bet you would even find community members willing to put them together. Obviously the maintenance, curation and distribution of the content is another matter.


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didido wrote:

Hey I Finished remake the whole Book1

I also have already finished alot Maps from the other Books you Guys can check them out for Free on my Patreon

Literal art! Amazing.


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I have finished maps for book 1 and 2. Available to download at https://www.tinyurl.com/narchymaps/.

But also, I have packaged them up as a maps module for Foundry VTT - with walls, lighting etc.


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Would it not be easier to just play it in 2e? Sorry if that's a silly question!


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I have made a more detailed version of the Radiant Festival map :)


Roonfizzle Garnackle wrote:

Lining up a map with a VTT's grid system, even with Roll20's effort, is an exercise in pain. Many maps in pdfs don't actually have even grid lines, which totally doesn't help, then there's the offset from the corner of the map, that makes things shift ever so slightly to one side...

All in all, as 'easy' as it seems to make grid lines line up, it really isn't fun. Mostly just pointing out, that if you are planning on making maps specifically for VTT, gridless is greatly appreciated.

As was pointed out, the maps have all the numbers on them to use in a VTT. Every map is made of 100 x 100px squares representing 5ft squares. So no need for adjustments, just tap in the numbers and it's perfectly aligned.

The ground textures with the stone slabs are a staple of RPG maps. I am not sure you're going to find squareless maps.

EDIT: Currently I have done maps up to and including Foxglove Manor. Working on the cavern underneath.


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James Jacobs wrote:

Nice! Makes me wish there'd been room for the version of this map that I created when building the 10 levels, but alas, there wasn't.

One thing to keep in mind is that level 1 is on a hill, and level 2 is closer to "ground level," though. Remember that the water surface level of the swamp is a few feet below the level of most of the floor on level 2, after all. (That bit got a bit muddled in the published maps, since the presence of steep slopes on the hills surrounding the uppermost level didn't translate well on the top-down view.)

Thanks James! A few people have pointed that out to me. I knew it was raised above the water line, but I didn't know that level 2 was also so far above the water line.

It makes sense now thinking about the cave entrance under the boathouse.

I'll get the builders in to make some modifications!


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Hi! I posted this on reddit a few days ago, but forgot to make sure I posted it here as well for GM reference!

Levels 1-10, with a vertical slice North-South through the centre of the Gauntlight.

I did this by flipping the maps 90 degrees, and drawing "up" based on the heights I can see mentioned in the books. I've taken a few liberties to make things line up where I wasn't quite sure, but I think it's a reasonably accurate representation.


As a hobby I like to make maps for the adventures I run, or have been listening to podcasts of. I've made a lot of 2e maps - but I have now moved on to Runelords. I've just finished up book 1 if you're interested!

www.tinyurl.com/narchymaps - available on Google Drive


James Jacobs wrote:


That's a typo/error. Don't assume that us making a mistake is proof that we should alter a style guide we've been following from the very start of the company's existance.

It's cool, I was just ribbing you. I really like that he room descriptions are agnostic to the direction of entry, and any NPCs. It's easy to add to a description on the fly than it is to take stuff out.


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James Jacobs wrote:

We specifically don't include creatures in the readaloud text, for two big reasons:

1) Creatures, unlike the room themselves, can react to the PCs' approach. If the PCs are noisy, they might hide in ambush. If the PCs surprise them, they might catch them off guard. If the PCs call out, they might emerge from the room to investigate, and so on. By not including creature descriptions in the readaloud text, we avoid the GM accidentally revealing something about the monsters that wouldn't make sense for the specific situation in the room, and also encourage the GM to adjust the creature's positions in the room to match the current situation at the table...

2)...because for many GMs, it's SO much more dynamic to not be reading someone else's words when presenting action scenes, including setting up a potential combat or roleplaying encounter with monsters. By not including the creatures in a room in readaloud text, we put that onus on the GM to be active in presenting the creatures rather than passive and just reading from text.

What about the rooms where things in the West are described as being in the East? :D Keeps us on our toes!


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I've spent the whole game ramping up treasure throughout. There's not enough that party consider legitimately theirs to take. They don't loot the bosses, the henchmen or general locations they go to because it makes them uncomfortable.

I've just been periodically calculating the party wealth, and allowing them to requisition equipment for the difference in what they "should" have. Or getting the other legit cops to give them gifts - the Muckruckers, Sleepless Sun and Graycloaks - as a thank you for their assistance.

But the AP IS hard if they aren't working together. My party are scarily well in tune with eachother, but there's been a few hairy moments.

- The Menagerie was tough, and That Bastard was close to killing them all. I think I had 3 out of 4 players down.

- The only death (so far) was due to the pitfall trap that drops from the second floor of the Dreaming Palace in to the ooze. That was a result of the entire party failing the perception check.

- I pulled some punches in the raid on the Smuggler's Lair because they triggered ALL the encounters simultaneously, and were one level lower than what they should have been.

- The Ofalth in the catacombs would have murdered them - but they ran away.

- They beat Tyrroicese, but it was a HARD fight. I had a few rounds where I just missed ever time.


So my level 5 party FINALLY triggered the Deadtide encounter after a very long day in the Gauntlight Keep.

They were making their way back to Otari, with Jaul Mezmin tied up along for the ride.

The Wizard was low on spells, and nasty with Blueblisters.

The Champion stupefied by the posessed furnace, which has temporaily caused him to forget what fire is.

The Investigator has a nasty stage 2 of ghoul fever.

The Swashbuckler... is fine. Dancing along the road.

They see blue light blaze across the sky, and a girl screaming from the direction of the Otari graveyard.

I also included Doriana Menehemes (out for a dusk walk in the graveyard). Oseph Menehemes and Largus Longsaddle arrived just after the zombies were killed. Taking Jaul in to custody, and Doriana back to town.

I'd say 4 x Shambler Troops, and 4 x Scalathrax is perfect for this. Thanks James Jacobs!

Our wizard had the time of his life with an expanded fireball hitting all four hordes!


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Hi All - I have been continuing my fun hobby of making my own maps for my PF2e games. I've recently finished making maps for Fall of Plaguestone and Malevolence!

Webp versions can be downloaded here.

www.tinyurl.com/narchymaps

The maps are stamped with the image and grid sizes, so should be easily added to any VTT system. Enjoy!


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Joshua Sled wrote:
Narchy, just wanted to provide yet another "good job!" These maps are a fantastic resource; thanks so much for making them available.

Thanks dude!

As an update, I am slowly working my way through book 6

I've got maps done for:

- Terimor's Tower
- Under Fort Tempest
- Graveraker

Available on Google Drive! :)


He's a fanatic of Asmodeus, the ruler of Hell. So it's flavour divine fire in his hands.

Otherwise, it's just a regular +1 Dagger.


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OmegaZ wrote:
Okay just completed prepping up the Catacombs map in Roll20 and OH BOY is that a HUGE map. Had to break the entire dungeon into 5 chunks because Roll20 couldn't handle the entire image file. I'm almost afraid to try Dynamic Lighting with it lol.

I've been running a 9800 x 7000 px version of the Catacombs map on Foundry with no issues. What's Roll20's issue? A max map size?


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I'm currently taking my post-Troubles/Menace party through Abomination Vaults, starting at level 5.

Most things are of course no issue to them, with the huge level disparity. It certainly made the wholesale slaughter of the Mitflits very gruesome! They did fail to pick the lock to lighthouse, after missing the key - so that has helped keep them on their toes.

The Mister Beak fight was no problem for them - but I did get a HARD hit with Vampiric Touch, and someone commented that, "wow, that would have annihilated me at lvl 1!".

They're now on floor 3, in the reading room. They took a route from the small island, to the alchemical lab, and then the library. They think the place is big - but they've seen so little of it. It's brilliant!

Really loving it so far. The NPCs are cool to interact with - the Mitflit Boss surrendering his crown, Tangletop and her shiny and Borbo's soul being freed have been cool encounters.

I have the Deadtide set up with zombie troops as suggested by Mr Jacobs - but it will be a while before they need to return to town I think.


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Google Drive now contains full sets of remade maps for Books 1-5!

There's a few alternative lower resolution versions for some of the HUGE maps, to help anyone who has performance problems.

I'll be updating my Foundry module soon, but until then feel free to use!


AlastarOG wrote:
narchy wrote:

Maps!

I've made some new versions of maps from Belly of the Black Whale. So far it covers:

- The House of Planes
- The Black Whale prison (Huge map! So I've included a 100px and 50px grid version)
- The Straight Edge
- Mother Venom's Lair

Where were you when I was building this part 3 months ago!!!!

Great job, hope it helps people ^^

I was deep in Book 2's maps!


1 person marked this as a favorite.

Maps!

I've made some new versions of maps from Belly of the Black Whale. So far it covers:

- The House of Planes
- The Black Whale prison (Huge map! So I've included a 100px and 50px grid version)
- The Straight Edge
- Mother Venom's Lair


1 person marked this as a favorite.
Razcar wrote:
narchy wrote:
Interested to know what people think![/URL]

Looks really good! I'm thinking of some rooms on the other maps that would really benefit from some webs or roots hanging down... But as you say in the video, the fog in the swamp is a bit overkill.

What would be really cool would be the roofs of the outlier buildings showing from outside (and maybe a bit of the keep's roof as well). But I understand that would be a lot of work. My players had some trouble getting a grip on what their characters were actually seeing when they first arrived, with Foundry just showing a giant black blob in front of them. (I did explain it, but when using a map or a VTT people tend to focus more on what they see than what they are told they see...)

Good ideas - definitely it would look great for roots!

For roofs, my testing has shown that the FVTT roof tiles feature is cool but limited in a lot of ways. The trigger for revealing what's under the roof is tied to an actor occupying a roof tile's square. That causes issues everywhere walls and roofs only occupy part of of square. For a massive irregular structure like the keep, it's not really feasible.


I have been playing around with the AV maps and Foundry's new foreground layer features. Interested to know what people think!


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I handled it similarly to you. The party hated the idea of confiscating stuff.

I took the values from the party wealth table, and deducted anything they kept (Orvington's sword for example). One player has a relic, which I included in the calculation.

Then between chapters, they are free to requisition items from Edna, the Edgewatch's halfling quartermaster, up to that value. They know they can "bank" any unspent money.


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I've made some more maps!

House of Planes map.

Assault on Hunting Lodge Seven.

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